fgsfdsfgs / perfect_dark

work in progress port of n64decomp/perfect_dark to modern platforms
MIT License
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Three-point filtering shouldn't be applied to some textures #39

Open s-ilent opened 11 months ago

s-ilent commented 11 months ago

When using TextureFilter=1, some objects like the distant buildings here still use nearest neighbour filtering. Normal This matches up with the original game running in an emulator, so that's not a problem. (Simple64/Parallel) Emulated However, when using TextureFilter=2, those objects have three-point filtering applied, as well as the UI. Three point

TwelveEyes commented 11 months ago

Those buildings are filtered though playing PD on an actual N64. What's the problem?

fgsfdsfgs commented 11 months ago

No, that's right, when three-point is turned on all textures are filtered. This is not quite correct as the game uses both filtered and unfiltered textures, the easiest example of the latter being the level previews in the main menu.

s-ilent commented 11 months ago

Those buildings are filtered though playing PD on an actual N64. What's the problem?

On the N64, it isn't the texture filtering itself that smooths the result out but the other filters the hardware does... as far as I know. If you check some N64 footage you can see the windows are blocky in a square rather than hexagonal way.

OpenRift412 commented 10 months ago

This also seems to cause the TextureFilter2D variable to not apply, either.

OpenRift412 commented 1 month ago

Any further updates on this issue?